Feats & Traits:
Reclaiming your Roots Your interest in the village of Kelmarane is more personal than most of the others who are heading out to aid in the reclamation. You aren’t seeking revenge against gnolls, glory, money, or anything else—to you, this is purely a matter of honor, as Kelmarane is where you were born. Your were forced to flee the village when you were only a few years old, and you didn’t discoverer this until a few years ago—perhaps you found an old document that revealed the truth, or maybe you learned the news from a relative. Both of your parents are now dead, and from what you’ve been able to piece together, one of your parents actually died in the village when whatever happened there happened. Your surviving parent spirited you away to safety to grow up elsewhere, but never spoke of Kelmarane and always told you that your other parent died when you were a child in a horrific tragedy like a fire or a flood that swept away the body. Now that you’ve started to uncover the truth, you are convinced that your heritage remains hidden in Kelmarane. Whether you just wish to find out what really happened to your parent that died there or you want to rebuild the village in his or her honor is up to you—but Garavel’s caravan to the village is just the opportunity you’ve been waiting for. When your other parent died recently, among his or her effects was a single item that once belonged to the parent who died at Kelmarane. This item is your most valued possession—a piece of jewelry worth 350 gp, any masterwork weapon or armor worth no more than 350 gp, or a wand containing any 1st-level spell (CL 1st) with only 20 charges remaining. If you ever lose this item, your resulting depression imposes a –1 penalty on Will saves for 1 year.
Pearl Diver (half-elf) You are skilled at finding treasures in the warm coastal waters near the desert. You gain a +2 trait bonus on Perception checks while underwater and can hold your breath for a number ofrounds equal to three times your Constitution score before you risk drowning.
Jackal Heritage A jackalwere crouches somewhere in your family tree.
Power Attack (Combat) You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Furious Focus (Combat) Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Horn of the Criosphinx (Combat) You end your charge in a devastating two-handed attack.
Bonus Skills and Ranks: The feral mercenary selects three barbarian skills to add to his class skills in addition to the normal samurai class skills. The feral mercenary gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The feral mercenary is proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Order: This is exactly like the samurai ability of the same name, except that any benefits granted to the challenge ability by his order is instead applied to his rage. The Order of the Hound compliments the feral mercenary mutliclass archetype.
Order of the Moon
Mount (Ex) A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the samurai’s level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts.
Resolve (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.
Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.
Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.
Rage (Ex) At 1st level, a feral mercenary gains the barbarian’s rage ability. Any challenge ability benefits granted by the feral mercenary’s order take effect while he is in rage instead. This ability and rage powers replace challenge.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Carry the Burden (Ex) At 2nd level, prior to rolling initiative, the cavalier can pronounce a prophecy of doom upon a single opponent within 60 ft. as a free action. The opponent receives a penalty to its initiative equal to the cavalier’s Charisma modifier until the end of combat. The cavalier can use this ability a number of times per day equal to his Charisma modifier, but only once per combat and not if he is surprised.
Berserker's Grip (Ex) At 3rd level, a feral mercenary may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for him (Small for a Small-sized creature, Medium for a Medium-sized creature, etc.), and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like. This ability replaces weapon expertise.
Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Cleave Through At 4th level, a feral mercenary gains Cleave Through as a bonus feat. This ability replaces mounted expertise.
Rage Power (Ex) At 4th level, a feral mercenary gains the barbarian’s rage power ability and can choose a rage power for which he qualifies. Every three levels thereafter (7th, 10th, 13th and so on), he can choose another rage power.
Massive Weapon Training (Ex) At 5th level, a feral mercenary becomes skilled in the use of large weapons. The feral mercenary chooses one type of weapon (a longsword, a greataxe, etc.). When using a weapon of that type that is one size category larger than his size, the feral mercenary can wield it as a creature of the appropriate size. Every six levels beyond 5th, a feral mercenary can select one additional weapon and use that weapon if it is one size category larger than him as if he were the appropriate size.
Bonus Feat At 6th level, and every six levels thereafter, a feral fercenary gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. The feral mercenary must meet the requirements of these bonus feats.
Sneak Attack At 7th level, she gains the sneak attack class feature. She can deal 1d6 points of extra damage. This extra damage increases by 1d6 for every 4 levels beyond 7th, to a maximum of 4d6 at 19th level.
Wild Nights (Su) You call upon the ecstatic revelries of the gods of wine to affect you and your allies. You gain a +1 dodge bonus to AC, a +1 morale bonus to attack rolls and damage rolls with melee weapons, and a +4 bonus to Constitution. The bonuses to AC, attack rolls, and damage rolls increase by +1 for every 5 oracle levels you possess. Allies within 60 ft. of you who can hear or see you may spend a move action to gain the same bonuses to AC, attack, and damage rolls. At 7th level, allies need only spend a swift action to gain these bonuses. The bonuses last for a number of rounds equal to your Charisma modifier. You may use this ability once per day at 1st level and one additional time per day for every 5 oracle levels you possess. This is a mind-affecting effect.
Backswing (Ex) At 9th level, when a feral mercenary makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Night tea 1s
Hot weather outfit -
Fire resistant boots 20g
Kit, Grooming 1g
Kit, Gear Maintenance 5g
Kit, Veterinarian 25g
Kit, Midwife 10g
Kit, healers 50g
Surgeon's tools 20g
Sekhmet tattoo 20g
Folding shovel 12g
Boots of Elvenkind
Periapt of Wisdom +2
Zenzirad, a +1 fire outsider bane frost greataxe.
Potion of Invisibility x10
1 HD 1d10=Max Feat: Jackalwere Heritage
2 HD 1d10=8
3 HD 1d10=6 VMC: Trapfinding
4 HD 1d10=6
5 HD 1d10=5 Feat:
6 HD 1d10=10 Bonus Feat: Power Attack
7 HD 1d10=9 VMC: Sneak Attack
8 HD 1d10=6
9 HD 1d10=7 Feat:
10 HD 1d10=8
11 HD 1d10=9
FERAL MERCENARY (Taco Man)